- 🥳 Trackastrophe is OUT NOW! - 28 May 2026
Choo-choo! The little puzzle train has finally arrived!TRACKASTROPHE! IS NOW OUT ON STEAM! 🚂🎉Thank you so much to everyone who had wishlisted the game, played the demo and kept following development updates. It's been over a year-long journey, and both Kinoko Studio and Black Smoke Studios are so excited to finally present you with the full game. The total Trackastrophe!In the full game you'll find:Tons of never-before-seen puzzle levels in each biome2 whole new biomes not featured in the demo (and a secret special mini-biome 🤫 )Challenging and EXTRA-challenging puzzlesHATS 🤠Board the train and set out on the complete puzzle journey!Make sure to leave us a Steam review - we can't wait to see what you think 🫶
- 🚂 Trackastrophe arriving on May 28th! - 23 April 2026
We are all rail-y excited to finally announce the release date for Trackastrophe! It will be arriving to Steam on May 28th! In the meantime, take a look at the cool new stuff coming upon release! We've just premiered a brand-new trailer, showing off never-before-seen game biomes and mechanics. All of this and more will be playable on May 28th 😉 Choo-choo! 🚂。🚃。🚃。🚃✨
- Demo Update: New Languages Added - 16 April 2026
We've just added a whole lot of new languages into the Trackastrophe! demo. Hopefully, this makes for a smoother ride for players from all across the world. Localization has been added for: French, Italian, German, Spanish, Brazilian Portuguese, Japanese, Korean, Russian, traditional & simplified Chinese. All of these will also be supported in the full game!
- New Biome: Prehistoric Chaos (Featuring… Aliens?) - 8 April 2026
We wanted to build a totally different world for Trackastrophe. We already had a mushroom world and an underwater world, but we really wanted something more exotic: weird plants, unexpected colors, and a completely different mood.At first, we fully went overboard with a full-on alien planet… but we couldn’t land on the perfect color palette, so we toned it down a bit (and kept it on planet Earth, lol). That’s when the idea of a prehistoric biome came naturally! Exotic plants, volcanoes, big “lost world” vibes… we were so hyped.Characters: Cavemen… and Researchers From SpaceSince the biome was taking shape, choosing characters was pretty straightforward: prehistoric characters for a prehistoric biome.Except the alien idea was still living rent-free in our heads, so we decided to add aliens anyway, as characters inside the biome. Like little researchers coming to study the planet and its…
- Devlog: Mechanics and Lore Behind Jumpers and Tunnels - 20 March 2026
MechanicsAt the very beginning, we only had the movement tiles… and honestly, it felt a bit BORING. We needed more mechanics to make the puzzles richer, so we quickly agreed on adding two: the Jumper and the Tunnel!Both are easy to understand:The Jumper makes the train (and its wagons) jump, letting you clear obstacles (mostly cliffs.)The Tunnel instantly transports you from point A to point B.We were super inspired during the early art direction phase, so the designs for both mechanics landed surprisingly fast. They looked good almost right away.On paper, these mechanics seem simple, but you’d be surprised how complex a puzzle can become with just these two additions !Out of all our mechanics, these are probably our favorites (at least my favorites ?). They’re adorable, and the sound effects are so satisfying. I especially love levels that use a lot of jumpers… because it’s just boing…
- Devlog: Concept Art & Building the Train - 27 February 2026
Once we settled on Trackastrophe’s core concept, it was time to figure out an art direction. But… how do you even start?As the concept artist, it’s my job (with the other artists) to throw the first ideas on the table and explore what could work. From the beginning, we knew we wanted something very colorful and a little crazy.We started with the train as our anchor point. It came naturally, everyone instantly knows what a train looks like, and since the game is about guiding something using movement tiles, rails felt like the perfect match for the concept.Humanizing the trainNow the big question: how do you humanize a train?We really wanted it to have at least some human-like features—eyes and a mouth—so players would instantly connect with it emotionally. I filled my sketchbook with train doodles. Train shapes were way harder to figure out than I expected! There are already so many mec…
- New Demo OUT NOW! - 17 February 2026
Choo-choo! The new Trackastrophe! demo is out! This update is introducing a brand new biome - Fauxrest Inc 🏗️🌲 An awful lot of construction happening there in the trees... In these woods, you might also encounter new creatures in your path to the other side. They might not look like much, but just you try and get past them! We can't wait to hear what you think of the new demo! Please, let us know by leaving a review on our demo page ❤️
- New Demo Coming February 17! - 10 February 2026
With Valentine's Day just around the corner, something's in the air... Can you feel it? Is it... a new Trackastrophe demo?!Mark your calendars - the brand new demo is pulling into station next week, February 17th! You can expect:Preview of a new game world - Forest under construction! 🌲🏗️Various gameplay & cosmetic fixes Make sure to let us know what you think of it! 💕 Oh hey, are you per chance a Redditor? Join our subreddit!
- Devlog: The Genesis of Trackastrophe! - 29 January 2026
Hello everyone ! We're excited to share with you the first devlog of Trackastrophe ! Here, we’ll be sharing behind-the-scenes stories from development, along with tips, advice, and regular updates on the game.The Genesis of Trackastrophe: the failure of One Bullet and the birth of a wacky trainIt all started with our previous project, originally called One Bullet. We were so hyped to work on our very first game as Kinoko Studio! There were four of us. Junior devs fresh out of a game-dev internship, full of dreams so, of course… what was bound to happen happened: the scope was WAY too big. The Classic Indie Trap: The scopeYou know the drill: good ideas, lots of excitement, and… poor organization. Oops!So we decided to drop One Bullet, or at least put it in a box for later. Even though it felt like a “fail,” we learned a ton during those few months: how to communicate effectively as a tea…